/*Texture2D txDiffuse;
SamplerState samLinear
{
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap;
};*/

struct PS_INPUT
{
    float4 Pos : SV_POSITION;
    //float2 Tex : TEXCOORD0;
};


float4 PS( PS_INPUT input ) : SV_Target
{
	//return txDiffuse.Sample( samLinear, input.Tex );
    return float4( 1.0f, 0.5f, 0.25f, 1.0f );    // Yellow, with Alpha = 1
}